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18/02/18

Posted: Sun Feb 18, 2018 2:58 pm
by TheTinyPebble
Few things are going up on test:

QoL/misc:
Medicine use tapes are now activated
Combat medicine effectiveness is now activated
Able to store bikes in combat

Pistoleer:
Add intimidate chance to Disarming shot 1 and 2 (pistoleer)

Lightsaber:
10% reduction on force cost for attacks.
Saberblock receives a penalty vs high acc. (no clue if working)

Enhancer:
Force run can now be toggled. Credit to Infinity.
50% Force cost for Force Armor
Increase in force armor effectiveness to match new Defender toughness (41% and 57% damage reduction for 1 and 2 respectively).

Powers:
Reduced the cooldown of mind blast 2.
Mind blast 1 and 2 now targets the mind pool.
Reduced the cooldown of force lightning 1 and 2, force lightning area 1 and 2.
Changed all force lightning to lightsaber damage.
Reduced the cooldown and force cost of force intimidate 1 and 2.
Reduced cooldown on force knockdown 1, 2, and 3, and raised effectiveness.

Carbineer:
Increase damage of Leg Shot 3. It is currently the same damage as Leg Shot 2. From 2x to 3.5x (split the difference of rifles and pistols).

Pikeman:
Move Posture Down from Hit 3 to Stun 2.

Ranger:
Add BF healing to ranger camps.

Re: 18/02/18

Posted: Mon Feb 19, 2018 12:24 pm
by Dren Kara
Loot chance changes have also been made to:
  • Acklay
  • Fire Spider
  • Jantas
  • Giant Wampa
  • Sith Spirits

Re: 18/02/18

Posted: Wed Feb 21, 2018 10:04 pm
by TheTinyPebble
Saber block penetration is working, although not how I'd like. So it'll be delayed until I manage a fix.

Re: 18/02/18

Posted: Wed Feb 21, 2018 10:15 pm
by Buzzo
hello friends! Awesome and myself went and tested the saber block vs. high acc and i am hitting roughly 60-70% of shots fired with high acc carb, lower acc wepons like the llc and heavy weapons did not hit (with capped acc they might though). Seems like this could make mbh or ranged hybrid feasable :D

Re: 18/02/18

Posted: Thu Feb 22, 2018 6:58 am
by Buzzo
spent some time in the wampa cave, good couple hours. i would day that the drop rate in pretty ridiculously low, cleared all the way to the bottom and back and down again and the only drop was from the big one, one really crappy shock lance. I would say still very much broken, Unless the intention is that high end mobs just dont drop good loot...Will test out tomb tomorrow :D

Re: 18/02/18

Posted: Thu Feb 22, 2018 8:58 pm
by TheTinyPebble
Few more jedi changes coming up:

Force Drain is now 200, up from 100
Damage on force choke is now 2x.
Force weaken is now a percentage, so it should be useful in PvE.

Re: 18/02/18

Posted: Fri Feb 23, 2018 3:07 am
by Buzzo
went and played in great wampa cave again today, gyran said he increased it a little and it seems to have worked, granted all i found was a couple really bad nge weapons, but something dropped and that makes me happy. i would say that it is fixed now at least, though drop rate still seems lower than before, but that is an ok thing :)

Re: 18/02/18

Posted: Fri Feb 23, 2018 12:40 pm
by starrunner5
Me and maldito tested the saberblock penetration yesterday I'm gonna say it went pretty well but when I tested choke that was still alittle off but better then what it started with lol 😊

Re: 18/02/18

Posted: Tue Feb 27, 2018 9:57 am
by scionyoto
Buzzo wrote: ↑
Wed Feb 21, 2018 10:15 pm
hello friends! Awesome and myself went and tested the saber block vs. high acc and i am hitting roughly 60-70% of shots fired with high acc carb, lower acc wepons like the llc and heavy weapons did not hit (with capped acc they might though). Seems like this could make mbh or ranged hybrid feasable :D

call me negative but that way too high a percentage

Re: 18/02/18

Posted: Tue Feb 27, 2018 3:08 pm
by TheTinyPebble
It's been lowered a bit. It won't be that high in a proper combat scenario, as movement will have an effect on it.